For one thing, I'm using the BC, DE, and HL normal and shadow registers for the innermost loop. Also, a bit of SMC. I have decreased the quality since the earlier versions, which almost doubled the speed.

I'm not really sure where I first got the algorithm idea. I think it might have come from a raycasting tutorial (because this uses the same idea as raycasting but with each pixel, not just each column).

I've been working on this a bit, and I think I have the sprite-coordinate-getter-finder-thingamajig working... finally...

Right now I'm displaying one of 3 sprites depending on how far away you are... which makes it look a bit strange, but at least that's how the 68K version did it. Also, I only have the sprite from the back, so it looks a bit odd without rotation. I hope to get a scaled sprite routine working so I can display the ship at any size, but if that ends up too slow, I'll be sticking with the fixed set of sizes.

Yes, the only available scaped sprite routine (by Badja) is really slow, although it seems optimal. Maybe caching can help, but that requires some sort of garbage collecting, and if you have a lot of different sprites you will need a lot of ram.

Who is online

Users browsing this forum: No registered users and 1 guest

You cannot post new topics in this forumYou cannot reply to topics in this forumYou cannot edit your posts in this forumYou cannot delete your posts in this forumYou cannot post attachments in this forum